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PATHFINDClient
Artifact25963
Data sourced from jgscripts artifact-db

GetClosestVehicleNode

Docs
local retval, outPosition = GetClosestVehicleNode(x, y, z, nodeType, p5, p6)

Description

FYI: When falling through the map (or however you got under it) you will respawn when your player ped's height is <= -200.0 meters (I think you all know this) and when in a vehicle you will actually respawn at the closest vehicle node.
----------
Vector3 nodePos;
GET_CLOSEST_VEHICLE_NODE(x,y,z,&nodePos,...)
p4 is either 0, 1 or 8. 1 means any path/road. 0 means node in the middle of the closest main (asphalt) road.
p5, p6 are always the same:
0x40400000 (3.0), 0
p5 can also be 100.0 and p6 can be 2.5:
PATHFIND::GET_CLOSEST_VEHICLE_NODE(a_0, &v_5, v_9, 100.0, 2.5)
Known node types: simple path/asphalt road, only asphalt road, water, under the map at always the same coords.
The node types follows a pattern. For example, every fourth node is of the type water i.e. 3, 7, 11, 15, 19, 23, 27, 31, 35, 39... 239. Could not see any difference between nodes within certain types.
Starting at 2, every fourth node is under the map, always same coords.
Same with only asphalt road (0, 4, 8, etc) and simple path/asphalt road (1, 5, 9, etc).
gtaforums.com/topic/843561-pathfind-node-types

Parameters

NameTypeDescription
xfloat—
yfloat—
zfloat—
outPositionVector3*—
nodeTypeint—
p5float—
p6float—
📍Quick Snippet: Get Coordinates
xyzoutPosition

Add this command to your client script to retrieve precise locations in-game.

-- Add this to your client.lua. Type /pos in-game to copy coords.
RegisterCommand('pos', function()
    local ped = PlayerPedId()
    local coords = GetEntityCoords(ped)
    local heading = GetEntityHeading(ped)
    local output = string.format("vector4(%.2f, %.2f, %.2f, %.2f)", coords.x, coords.y, coords.z, heading)

    print(output)
    TriggerEvent('chat:addMessage', { args = { '^4[COORD]^0', output } })
end)
🚗

Vehicle Models

View All
Adder
adder
Alpha
alpha
Blade
blade
Ardent
ardent
Asea
asea
Cogcabrio
cogcabrio
Baller
baller
Blista
blista

Returns

BOOL

Returns TRUE (1) or FALSE (0).

Server Artifacts

Data sourced from jgscripts artifact-db
Recommended25963
Known Issues24
25987-25988Node.js sandboxing seems to be causing issues for people - best to avoid for now
21547Multiple (unconfirmed) reports of server-sided natives throwing errors or causing crashes; best to avoid
17462Failed build, ignore
16276Multiple reports of issues loading JS within resources
14583-14716Crash when using the new onEntityBucketChange
14583-14862Timeouts due to latency units being in nanoseconds
13759-13890Mumble (voice) external connections blocked by default
13380-13458Server crashing due to integer encoding (PR#3235)
13079Failed Linux build (works OK if using Windows!)
12933-13045Still crashes (sometimes) when restarting resources due to Node.js 22
12913-12932Causes a crash when restarting Node.js 22
12767os.date() appends null terminator; can break Lua scripts
12651Failed Linux build, ignore
12509Failed build, ignore
12255Unconfirmed, but several reports of server-side issues that don't persist when downgrading; best to avoid
12160-12165Cannot use entity native calls in entityRemoved
12151Crashing if using newest title update (TU)
12092-12135SetPlayerModel may cause SIGSEGV crashes on some clients due to changes in player handling. 12031 and below works fine.
12078-12083Some clients will fail to connect with 'ReadBulk of header failed' error
10930Failed build, ignore
10268-10309sv_experimentalNetGameEventHandler enabled by default; can cause server crashing and reports of issues downgrading after upgrading
10191GetVehicleNumberPlateText server native broken, will cause issues with scripts involving vehicles
10072Crashing when players join
8509State bags not replicated to clients

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